[PATCH 06/10] d3d9: use wined3d_rendertarget_view_create instead of wined3d_rendertarget_view_create_from_surface in d3d9_surface_get_rendertarget_view

Riccardo Bortolato rikyz619 at gmail.com
Tue Oct 20 14:13:54 CDT 2015


Well if instead of

+    resource = wined3d_texture_get_resource(surface->wined3d_texture);

I call wined3d_texture_get_sub_resource() then once control goes back
to wined3d we can know texture_level and texture_layer for that
particular surface (casting the surface from the subresource e.g. in
wined3d_rendertarget_view_init()).

The sub_resource_idx "hack" would still be in place (maybe we can
mitigate it with some inline comment) but the potential issue you
pointed out could be easily solved then?

Ciao,
Riccardo

2015-10-20 19:26 GMT+02:00 Henri Verbeet <hverbeet at gmail.com>:
> On 20 October 2015 at 18:05, Riccardo Bortolato <rikyz619 at gmail.com> wrote:
>> But d3d9_surface->sub_resource_idx is layer * container->level_count +
>> level so view->sub_resource_idx would still be ok,
> That's what I said. :)
>
> But at some point we'll need to create actual OpenGL texture views,
> and then we'll need to correct level and layer indices instead of just
> the sub-resource index. (See also
> https://www.opengl.org/registry/specs/ARB/texture_view.txt for
> reference.)



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